It's not often that we find profundity in a room escape, with some rare exceptions. Puzzles, yes. Lots of random objects, certainly. Strange devices, almost inevitably. But a series of room escapes that use the idea of an exploration of the solar system as a metaphor for searching deep within a strange house (or perhaps deep within the human psyche)? Well, there's one out there, a series of escapes by the fantastic GUMP and they have finally hit (after a nearly 2 year wait) with the next installment in their backwards journey through the solar system, Jupiter.

The pink haired boy is back, and having traversed Neptune, Uranus, and Saturn (along with his silver flying tentacle companion) he must now tackle the most difficult room of the journey so far. Jupiter is set in a hexagonal shaped room where our hero and his mysterious (and malleable) sidekick must solve quite a few logic problems to continue their journey. Jupiter is packed with lots of tricky puzzles, as each room is a progression not only further into this amazing house but a progression in difficulty. Along for the ride is some haunting music, the usual stark backgrounds, and some pretty amazing cut-scenes. Will this journey ever end? Will the boy find his way to the heart of...whatever is waiting at the end, whether it be escape or something else? The answer lies with GUMP, and they're still not talking.

The lack of a changing cursor can be a bit of a pain, creating some pixel hunting in the minimalist backgrounds, and the puzzles are fantastic, logical, and tricky. There are very few objects to find, making Jupiter more of an intellectual stretch than just "find key A and insert in slot B". And best of all GUMP is still eschewing color puzzles, so the game can be enjoyed by all. Well, all who have a really good sense of spatial reasoning and the ability to think their way through some of the more esoteric puzzles.

For those who love this particular series of room escapes Jupiter is a welcome addition to the set, much more challenging than the ones that came before, and even more unsettling as the player is drawn even further into this odd, sterile, mechanical house. For those looking for more than a "5 minute and out" challenge, you'll be pleased with GUMP's fantastic escape game design.

Click on the counter on the left (may take a bit to find just the right spot).

Once you've zoomed in, click on the blue card next to the blue wall. It has a 2, a WHITE pentagon, and is the first of five clues. Clicking it flips it over and shows you a line of shapes with a GRAY CIRCLE at the end.

On the counter itself there is a 6, four BLACK squares, and is the second of five clues.

BY THE CYLINDER

This is where the five clues will be used. Click on what looks like a lever on the bottom left of the cylinder.

It's actually a drawing of an odd triangular path. Note the position of the GRAY CIRCLE. Back up.

Click on the small panel to the left of the cylinder. Open the door, take the key, and notice the 0, WHITE diamond, and that this is the fourth clue. Back up.

BETWEEN THE GREEN MACHINE AND THE CYLINDER

Click the box on the wall, and use the key on it. On the inside of this door is a 3 and a white diamond, the third clue. The switch can't be pulled yet.

Below the box is a door with a card reader. Swipe the blue card and click the door (may take a few clicks, don't know why). It opens to reveal a triangle with a GRAY CIRCLE in one corner. So, you know what to do here, right?

Each blank triangle can contain a triangle, a circle, an X, or a square. Following the path noted earlier, enter the sequence of shapes from the back of the blue card (from RIGHT to LEFT).

If you have the sound on, you'll hear two beeps. Back up, open the box with the 3 again, and pull the blue switch.

Outside!!

Turn RIGHT, and you'll see a 0 and a BLACK circle split into four pieces, the fifth clue. Next to this are two small doors.

DOOR NUMBER ONE

Behind the top door is a red card. Notice the arrows and numbers, then click it to turn it over. Some hexagons with dots! Note that the only dots which appear on one but not both of the first two hexagons appear on the last one.

Also behind door number one are some circles with numbers. Basically, this is a math puzzle. 1+2=3, 3x2=6. 2+3=5, 5x2=10. 3+4=7, 7x2=14.

DOOR NUMBER TWO

Here is where you use those five clues you've collected. When you click on the inner circle of shapes it spins. For each clue, line up the number with the correct shape (ex. 2 with the WHITE pentagon) and note which number the red tab falls on. Those numbers in order are the code for the cylinder.

For those of you who are lazy, it ends up being:

6 3 1 8 5

Turn back to the lake and then left, and take note of the octagonal shapes. Apparently, any side that is blank in either of the first two is blank in the last. Now go back inside.

Putting it all together!

THE GREEN MACHINE

First of all, go look at the green machine. To its left is another card swipe door. Use the red card to unlock it and click to open.

Here are numbers and arrow like those outside. Just like before, add the two numbers and then multiply by two.

For those who don't like math:

24+17=41, 41x2=82. 17+19=36, 36x2=72.

Note the two blue dots above the numbers. They are the same as the two blue dots above one of the machines across the room. Go click on that machine's screen until you see a diagram. Click on the picture of the green machine. The cylinder code is now operational.

THE CYLINDER

Go enter the code and open the cylinder door. Octagons and hexagons. Based on the clues you got before, fill in the bottom figures.

For those of you who don't like shapes.

On the octagon, if the top is N(orth), darken the NW, W, and SE segments.

On the hexagon, darken the top-right, right, and bottom left dots.

Go back to the screen with the diagram and click the cylinder picture. Water will slowly fill up the cylinder. When it's finally full, click on the camera picture.

Watch the cut-scene.

Back up, and click on the large wall box to the left of the screen machines. Arrows and dots!

Click on each arrow until it points to the next number (1->2, 2->3, etc. up to 20). Fill in the number of dots for how many squares away that numbers is. For example, square 2 is three tiles away from 1, so square 1 should have all three dots filled in. Square 3 is only one square away from 2, so 2 should have only 1 dot filled in.

Once you've completed that, turn left. The switch box to the left of the door is now operational. Open the box and pull the switch!

55 Comments

Huh. I thought I'd solved two of the puzzles, but when I put in the answers, nothing happens.

I found the blue card with the shapes on it, and the triangle hint behind the big cylinder, and I put the two together in the triangle compartment you open with the blue card... and nothing happened.

I also got outside and saw the hint with 1, 2, 3, 4 pointing to 6, 10, and 14. I figured out that if you add the two top numbers together and then multiply by two, you get the number they're pointing to: (1 + 2) * 2 = 6, etc. But when I tried to apply that logic to the compartment the red card opens, again, nothing happens.

I'm at a panel with several arrows I can rotate, each arrow has a number, and dots that I can fill in. I gather that the arrows are supposed to direct from the entrance to the exit but I don't see the relationship betwixt the numbers and the dots.

Thanks, grinnyp! I kind of wish there were some sort of sign that the code had worked. Like a click or something. Because

I solved the triangle puzzle before I opened the box above it with the key and pulled the switch to open that door. I just assumed that to open the door, all you needed to do was open the box with the key and pull the switch. I had no idea the door was also connected to the puzzle.

Now I have to figure out the code for the big cylinder thing. I'm missing one of the number clues, though.

Made it! I have to say the lack of feedback on the puzzles made it difficult to know when I'd finished them. There's nothing like a good solid clunk sound to let you know you're on the right track. But it also means you have to have confidence you've solved the puzzles and move on. There's certainly no brute-forcing going on in this game.

Got the code for the big cylinder, I think, but it won't open when I enter it - is it even supposed to open it or does it do something else?

I assume I'm right in saying that you match the large number to the red box on the spin wheel and then use the number that the appropriate symbol points to, in the order of the little red squares from left to right?

the hexagons with the dots and the octagons with the line segments? I have both the clue from outside and the back of the red card, but I don't see the logic of either set, and I'm totally missing a connection between the two shapes.

The third form of both shapes uses only dots or line segments that are in 1 but not both of the first two. So, any segments or dots that are in both or neither do not make it into the third. Did that make sense for anyone?

The numbers puzzle has me stumped, the one with the 24, 17, and 19 above and you have to figure out the numbers below. I can figure out the pattern from the panel outside, but that doesn't help me with the puzzle.

For anyone struggling with feedback, or which code goes to which puzzle, pay attention to what is surrounding those codes. Everything (like every shape for instance) will match with something you've seen.

Aaaaahhh I love the storyline of this series. It's a sequel to Terminal House, and there's something poignant and eerie about the whole thing.

I really wish I hadn't peeked at the solution to the final puzzle, because it was utterly satisfying to figure it out. For matching clues, as above, look ... thoughtfully at what you're viewing. As for interaction, when in doubt, click on it. There is not a lot of pixel-hunting, honestly. (Either that or you weren't subjected to Terminal House pixel hunting.) There's one UP view, and besides that, look to the right and left and around, and that's it.

Relax your brain! This is all pattern-recognition logic, and will suffer from overthinking.

Not fond of the pixel hunting - I swear I clicked on that counter, but apparently not in *exactly* the right place. Grrr. On the other hand, I *am* getting feedback when a puzzle is solved - there are two high-pitch beeps on the successful completion of a puzzle. maybe I'm special? :D

I just registered to comment on this game. There is one instance of pixel hunting, but aside from that this is one of the best escape games I've played. The puzzles are extremely creative and challenging yet fair. There is also one instance where you'll have to use a little math to figure out the pattern, like an IQ test. Awesome game!

Click on the counter on the left (may take a bit to find just the right spot).

Once you've zoomed in, click on the blue card next to the blue wall. It has a 2, a WHITE pentagon, and is the first of five clues. Clicking it flips it over and shows you a line of shapes with a GRAY CIRCLE at the end.

On the counter itself there is a 6, four BLACK squares, and is the second of five clues.

BY THE CYLINDER

This is where the five clues will be used. Click on what looks like a lever on the bottom left of the cylinder.

It's actually a drawing of an odd triangular path. Note the position of the GRAY CIRCLE. Back up.

Click on the small panel to the left of the cylinder. Open the door, take the key, and notice the 0, WHITE diamond, and that this is the fourth clue. Back up.

BETWEEN THE GREEN MACHINE AND THE CYLINDER

Click the box on the wall, and use the key on it. On the inside of this door is a 3 and a white diamond, the third clue. The switch can't be pulled yet.

Below the box is a door with a card reader. Swipe the blue card and click the door (may take a few clicks, don't know why). It opens to reveal a triangle with a GRAY CIRCLE in one corner. So, you know what to do here, right?

Each blank triangle can contain a triangle, a circle, an X, or a square. Following the path noted earlier, enter the sequence of shapes from the back of the blue card (from RIGHT to LEFT).

If you have the sound on, you'll hear two beeps. Back up, open the box with the 3 again, and pull the blue switch.

Outside!!

Turn RIGHT, and you'll see a 0 and a BLACK circle split into four pieces, the fifth clue. Next to this are two small doors.

DOOR NUMBER ONE

Behind the top door is a red card. Notice the arrows and numbers, then click it to turn it over. Some hexagons with dots! Note that the only dots which appear on one but not both of the first two hexagons appear on the last one.

Also behind door number one are some circles with numbers. Basically, this is a math puzzle. 1+2=3, 3x2=6. 2+3=5, 5x2=10. 3+4=7, 7x2=14.

DOOR NUMBER TWO

Here is where you use those five clues you've collected. When you click on the inner circle of shapes it spins. For each clue, line up the number with the correct shape (ex. 2 with the WHITE pentagon) and note which number the red tab falls on. Those numbers in order are the code for the cylinder.

For those of you who are lazy, it ends up being:

6 3 1 8 5

Turn back to the lake and then left, and take note of the octagonal shapes. Apparently, any side that is blank in either of the first two is blank in the last. Now go back inside.

Putting it all together!

THE GREEN MACHINE

First of all, go look at the green machine. To its left is another card swipe door. Use the red card to unlock it and click to open.

Here are numbers and arrow like those outside. Just like before, add the two numbers and then multiply by two.

For those who don't like math:

24+17=41, 41x2=82. 17+19=36, 36x2=72.

Note the two blue dots above the numbers. They are the same as the two blue dots above one of the machines across the room. Go click on that machine's screen until you see a diagram. Click on the picture of the green machine. The cylinder code is now operational.

THE CYLINDER

Go enter the code and open the cylinder door. Octagons and hexagons. Based on the clues you got before, fill in the bottom figures.

For those of you who don't like shapes.

On the octagon, if the top is N(orth), darken the NW, W, and SE segments.

On the hexagon, darken the top-right, right, and bottom left dots.

Go back to the screen with the diagram and click the cylinder picture. Water will slowly fill up the cylinder. When it's finally full, click on the camera picture.

Watch the cut-scene.

Back up, and click on the large wall box to the left of the screen machines. Arrows and dots!

Click on each arrow until it points to the next number (1->2, 2->3, etc. up to 20). Fill in the number of dots for how many squares away that numbers is. For example, square 2 is three tiles away from 1, so square 1 should have all three dots filled in. Square 3 is only one square away from 2, so 2 should have only 1 dot filled in.

Once you've completed that, turn left. The switch box to the left of the door is now operational. Open the box and pull the switch!

I notice that the image on the left-hand monitor screen is like the plan of a building. There are four highlighted rooms, corresponding to the rooms we've been in, in the four games to date; and four more going clockwise around the edge, leading in to a big central room -- these would be Mars, Earth, Venus, Mercury, and then the Sun.

@David: And I believe she is the owner of the pink shoe we see at the very beginning of the series.

Loved this, have been waiting for two years for more GUMP, and this series in particular.

Oddly enough, I made it all the way to the last puzzle in under ten minutes without any help (got jammed up because the three dots puzzle was a bit of a logical stretch for me.) I can't say the same about the other escapes on here, like tesshi-e's stuff or neutral. There always fun, but I always need hints earlier on.

As for pixel-hunting, I actually like the change up from changing cursors and other cues--to me the way GUMP handles it, I feel like I'm really exploring the room and discovering things for myself.

Doing research on something else, and intersected with these comments -- perhaps some people can't hear high pitched beeps. Those are the first tones to go. With age. In some people. But not you, of course! Unless you get tested, and that's what the doctor tells you.

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